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Facebook account now required to login to Oculus devices

oculus.com

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Re: Facebook account now required to login to Oculus devices

#801
post #800

Call me old-fashioned, but does anyone else find it a bit strange that one needs to log in in order to use a display device? That Oculus had better have some pretty special pixels, if they need a network connection to even be visible.

This is largely about the Oculus Quest, which is a self contained device (i.e. a smartphone in a VR headset)

I'm assume their tethered display devices will still work without an account, assuming you don't want to use their store/apps.

Re: Facebook account now required to login to Oculus devices

#802
post #13

Palmer Luckey, the original creator had this to say over on /r/oculus: I am already getting heat from users and media outlets who say this policy change proves I was lying when I consistently said this wouldn't happen, or at least that it was a guarantee I wasn't in a position to make. I want to make clear that those promises were approved by Facebook in that moment and on an ongoing basis, and I really believed it w…

Exhibit n + 1 on why when you're acquired you're not in a position to promise anything to anyone despite any assurances from the acquirer. Or, from the consumer's side, why those promises should carry no weight.

I remember the original reddit posts before their crowd funding on how they were going to be open hardware.

Then open firmware.

Then support Linux.

Then ...

Re: Facebook account now required to login to Oculus devices

#803

Earlier quoted context omitted.

Exhibit n + 1 on why when you're acquired you're not in a position to promise anything to anyone despite any assurances from the acquirer. Or, from the consumer's side, why those promises should carry no weight.

Just curious to understand what does Exhibit n + 1 mean? Would you kindly explain?

He probably means that something with similar implications has happened a lot of times already and we should have already learned the lesson

Re: Facebook account now required to login to Oculus devices

#804
post #140
post #13

Palmer Luckey, the original creator had this to say over on /r/oculus: I am already getting heat from users and media outlets who say this policy change proves I was lying when I consistently said this wouldn't happen, or at least that it was a guarantee I wasn't in a position to make. I want to make clear that those promises were approved by Facebook in that moment and on an ongoing basis, and I really believed it w…

Most of the folks on this thread are commenting from the perspective of 2020, but Facebook had pretty significantly different reputation in 2014, especially around M&A. They had recently brought in both Instagram and WhatsApp without meddling in either their product stacks or their leadership teams. It's easy to claim now that this was all naive, but at the time it was plausible that these organizations and brands wo…

I was posting here and reddit in 2014. No they really had a terrible reputation back then too.

Re: Facebook account now required to login to Oculus devices

#805

Earlier quoted context omitted.

In terms of actual dollars, those ads are worth about 20. The value isn't much different for a TV. When many commercial displays are hundreds of dollars more, it's pretty absurd to suggest ads are a large factor.

Only hundreds of dollars? Where do you find those? I would by a dumb panel on a trustworthy device for mere hundreds more.

Iiyama? They sell great high-contrast LCDs in various ratings, typically starting at 8/5 and up to the obligatory 24/7.

Re: Facebook account now required to login to Oculus devices

#806

Earlier quoted context omitted.

Facebook deals in contracts, not promises and even if it was contractually agreed upon, what would you do about it? Sue? At a guess you'd count the money one more time, shrug and maybe send a short apologetic note about how terrible you feel about it. And then count the money again.

I'm absolving Palmer of making a promise he couldn't keep because of Facebook. Palmer is correct here and shouldn't be getting the blowback that he is. Obviously Facebook can do what they want within the terms.

If I make a lot of money in a way that has negative consequences for other people, then it’s human nature to find ways to discount the negative impact. You delude yourself to feel better so you can take the money and run. Not sure I’d be any different, although I like to think I would be.

Re: Facebook account now required to login to Oculus devices

#807
post #614

Earlier quoted context omitted.

A better question: why does a VR headset require an account at all? Should my monitor require an account? Should my keyboard? It's a peripheral, not a platform.

Not sure if you know what device you're talking about. The Oculus Quest is very much a platform, not a "peripheral". There's no device that the Quest connects to to be used as a peripheral. It's a completely stand alone computing device that serves as a platform for third party software, the same as your phone which requires an account.

Not the OP, but I was wondering the same thing. I also don't know which devices I'm talking about.

The thing is: to sell me stuff, you don't need to know my name. You don't need to keep tabs on me. You may offer it, but I may decline. Plenty of mortar-and-bricks-stores work this way: there are loyalty cards for tracking, but customers who forego them do not have to register to make a purchase.

Point in fact: there are also internet shops that allow such options. Sure, they need a bit of data to send the parcel and the confirmation/invoice/etc. But that doesn't require everyone to create a username/password combination - and some internet shops blissfully do not require that. They get paid and ship the purchase to the address specified, and that's it.

In this case, it seems purchases could be tied to the Oculus device specified during the purchase. While I can certainly imagine benefits to tying purchases to a user account (e.g., ability to use on multiple Oculus devices), I don't see a reason to require logging in. Am I overlooking something?

Re: Facebook account now required to login to Oculus devices

#808
post #800

Call me old-fashioned, but does anyone else find it a bit strange that one needs to log in in order to use a display device? That Oculus had better have some pretty special pixels, if they need a network connection to even be visible.

This is largely about the Oculus Quest, which is a self contained device (i.e. a smartphone in a VR headset) I'm assume their tethered display devices will still work without an account, assuming you don't want to use their store/apps.

Your assumption would certainly be a reasonable one, though in today's world, who knows? Many mobile phones, for instance, now try to introduce additional "terms and conditions" before they're willing to work. Who wants to buy a whole Oculus in order to find out whether it feels like working or not?

Re: Facebook account now required to login to Oculus devices

#809
post #653
post #461

Earlier quoted context omitted.

This isn't correct. There were/are a lot of inside out VR headsets. Oculus just happens to have a brand, a solid marketing presence, a solid product, the appearance of longevity etc. Facebook might have helped but from a purely technical perspective, Facebook wasn't the only path.

What standalone 6DOF headset with 6DOF controllers existed in the market in 2019 besides the Quest? Or now? I certainly can’t think of one?

The Lenovo Mirage Solo had 6DOF tracking with the Daydream controller. It had an experimental 6DOF controller add on but Google killed Daydream before that shipped. Inside out PC headsets exist with the camera setup for 6DOF inside out.

Currently the Quest is the only Android based (and thus fully stand alone) headset that's wasn't Daydream branded and wasn't killed when Google mothballed their VR support. There's less now then there were, or would have been if Google stuck with it.

Re: Facebook account now required to login to Oculus devices

#810
post #655
post #554

Earlier quoted context omitted.

I developed on it and the limitation was mostly self imposed for safety/perf reasons. Its much easier to draw a consistent roomscale boundary on the Quest with the 6DOF controller. Without that its a real UX problem. Even the Quest is constantly asking to redraw the boundary. It was one of two SOC generations (as well as VR SDK gens) earlier and it was quite hard to build out a full room without a lot of perspective…

Tracking controllers in 6DOF from headset cameras is the hardest part. Nobody has yet replicated this for a stand-alone headset.

Why do you say its the hardest part? Hand gesture tracking is quite hard, but tracking IR LEDs on a controller is much easier than tracking head motion as long as you have the camera setup to keep them in view.
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